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Militarum Tempestus Taurox Prime 47-16 - BX-A4-6-T48 - Warhammer 40 000 - Games Workshop

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Kurov’s Aquila is still just about the winner here, but go grab the Relic of Lost Cadia if you’re playing Cadians. If you’ve just been introduced to a galaxy filled with near-immortal super-soldiers, intergalactic alien invaders, and actual demons and your first thought was, “Well what if I just wanted to play normal people?,” then Astra Militarum is the faction for you.

Storm Bolter: For the cost of meltabombs, lets you plink off a couple more shots. Decent on the anti-infantry variant above, but I wouldn't build with this in mind.

We are a small team of Warhammer Enthusiasts and miniature collectors, hoping to support and further promote the hobby. The Taurox is an armoured personnel carrier (APC) that is used by the Astra Militarum. The Taurox is a common sight within the armouries of the Imperial Guard and was designed to hit hard and fast by exploiting gaps in enemy lines or plugging gaps in the Imperium's own. Hammer Blow – 2CP: When an AERONAUTICA IMPERIALIS Flyer unit destroys a model, pin that model’s unit. This halves their advances and charges and subtracts 1 from their hit rolls in shooting. This is a niche tool but very potent when it lands in a useful spot. If you want to use it, make sure you consider at what point in the shooting sequence to fire your plane – if you’re going after something like Primaris Marines, try and make sure there’s a 1W model before you shoot. B Gaunt’s Ghosts are an extremely interesting unit. They’ve got character protection on the entire unit and have some neat special rules that make them ideal for some neat objective holding and action completing shenanigans. Notably, they can complete actions and still shoot, have a fight last ability, can reduce cost of a CP by 1 (when used on them), come with a 5++, and have infiltrate. Furthermore, being Officio Prefectus, they can be included in other Guard detachments without messing up Regiment Tactics. Haven’t seen them used in the wild yet, but we’re on the lookout for it! Troops

Draconian Disciplinarian: Re-roll failed morale within 6″. It is utterly trivial to get access to this effect at a much cheaper price by taking a Commissar, so it isn’t worth using a slot on. D Scout Sentinels have always seen occasional play, usually filling out Brigades, as they’re only 35pts at their cheapest and could use their scout move to get into some cover in a corner somewhere. While they were pretty fragile, T5 at least meant that random small arms fire wouldn’t instantly kill them, so they had some utility on the table. Armored Sentinels weren’t really seen.Thank God for the Troops slot and its svelte 3 unit choices. Of these, Infantry Squads and Tempestus Scions are the most relevant ones. Once upon a time, Conscript blobs were feared throughout the meta, thanks to their ability to stand around and die but take a long time about it, but a succession of nerfs (including the stupid and reactionary errata to Commissars which, with the hindsight afforded by history, turned out to be unjustified) made them more or less irrelevant. The Deathmask of Ollanius: Gives an INFANTRY model a 4++ and lets them heal d3 wounds at the start of your turn once per battle. Used to have a busted combo on an Ogryn Bodyguard, now doesn’t really have a role. D+ Bring it Down!: Reroll 1s to wound. Also handy. Not often as handy as Take Aim!, but if you’ve got re-roll 1s to hit already, it’s nice to have. Furious Charge – 1CP: After charging with an OGRYN unit, roll for each of your models within 1″ of the enemy and deal a MW on a 4+. Not a bad boost, and could be helpful to get the ball rolling if you’re sending your Bullgryn into something very tough or numerous, but can be a little challenging to set up with their large bases. C+ The Death Korps of Krieg don’t have as many rules as the other regiments but have their own Doctrine in the Imperial Armour Compendium that’s worth pointing out here. You’re never taking this trait unless your force to for playing Death Korps, which is great news because it’s really terrible.

You might be thinking that’s enough faction traits but you’d be very wrong. In the original Guard codex, Tempestus Scions had their own regimental doctrine, stratagem, and warlord trait that you could get for taking a dedicated detachment of them, but Psychic Awakening: The Greater Good has blown that wide open with a bunch of new rules for MILITARUM TEMPESTUS detachments (anywhere every unit is either MILITARUM TEMPESTUS or covered by Advisors and Auxilla). Apply a wash, such as Agrax Earthshade, to the recessed areas of the model. This will add depth and shading to the details, making them stand out. Make sure to remove any excess wash from the raised surfaces. Rolling Death – 1CP: A Taurox gets +1 to hit if it moves under half it’s speed. This does not make the Taurox happen. D The Taurox can also be equipped with either a pintle-mounted Storm Bolter or Heavy Stubber, either on the top of the vehicle or equipped as part of its turret. When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Shoots well above its weight. At BS 4 and with several very effective weapon loadouts, it can easily hit harder than a chimera, Devilfish or Raider. Point-Blank Efficiency – 1CP: +1S to hot-shot weapons in half range when a unit shoots. Starting off strong – if you can get a decent-sized squad firing within half range with this (whether using Precision Drop or the Iotan Dragons) this is a big boost to efficiency – S3 is one of the sweet spots where +1S equates to +1 to wound against the vast, vast majority of relevant targets. B+ Bellowing Voice: +3″ to the range of any abilities on the datasheet. There’s nothing super exciting to combo with this beyond making your characters slightly better. It’s sort of fine, but will never edge out the good choices. C

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